Hey HP,

I see you are the author of the plug-in.
so first of all, thank you very much on the contribution for maya
and thank you for the reply.
second, I try to read the code over and over again
and I'm very sorry if I missed it but
the functions that I can see in the rendering folder contain a lot of
initialization and setting (getAttr,addAttribute,addSettings) but I cant see 
the algorithm section itself...
for example:
where is the casting ray from the camera?
where is the intersected object?
where is the rendering equation?
where is the light source sampling?
what lines are they?

I cant find it and I searched it several times.
I understand that it is divided into modules such that the main
is the renderer, the material suppose to be the specular, diffuse
or other BSDF and so on which is great but in the renderer I cant 
find "the main algorithm".

I am familiar with PBR book and I'm familiar with python language.
I am new in maya, currently I've read the maya API guide and
I've created some simple plug-ins.
Now I try to control on the rendering section for my research.
actually, I've implemented basic physically based rendering by my own
and now I want to do it in plug-in of maya and I prefer to use the current
PBR algorithm for reasons of efficiently (KD-tree for example) and extend it
for my purposes.

if you can help me understand, it would be very helpful.

בתאריך יום שבת, 20 בינואר 2018 בשעה 20:26:16 UTC+2, מאת Haarm-Pieter Duiker:
> All the source lives in the github repo here:
> https://github.com/hpd/PBRTForMaya/tree/master/plug-ins
> 
> 
> 
> The main renderer integration methods are here:
> https://github.com/hpd/PBRTForMaya/tree/master/plug-ins/renderer
> 
> 
> 
> The simple wrappers for the lights and materials defined by the renderer live 
> here:
> https://github.com/hpd/PBRTForMaya/tree/master/plug-ins/lights
> 
> https://github.com/hpd/PBRTForMaya/tree/master/plug-ins/materials
> 
> 
> 
> And so on...
> 
> 
> HP
> 
> 
> 
> 
> 
> 
> 
> 
> On Sat, Jan 20, 2018 at 9:45 AM, kalonimusm <[email protected]> wrote:
> thank you, I'll check it.
> 
> however, I try to extend this plug-in,
> 
> in the github I dont see an access to the functions from the plug-in
> 
> but only an installation.
> 
> is there anyway I'll get acess for the functions and make an
> 
> extensions or I have to do all the PBR in my own?
> 
> 
> 
> 
> 
> בתאריך יום שישי, 19 בינואר 2018 בשעה 18:33:49 UTC+2, מאת Haarm-Pieter Duiker:
> 
> > Hi,
> 
> >
> 
> >
> 
> > There are Python-based integrations for PBRT and Mitsuba that you could use 
> > as a starting point for integrating your Renderer on GitHub here:
> 
> > https://github.com/hpd/PBRTForMaya/
> 
> >
> 
> > https://github.com/hpd/MitsubaForMaya/
> 
> >
> 
> >
> 
> >
> 
> > The PBRT integration is more recent and more complete, so would be the 
> > better starting point. 
> 
> >
> 
> >
> 
> > HP
> 
> >
> 
> >
> 
> >
> 
> >
> 
> >
> 
> >
> 
> 
> 
> > On Fri, Jan 19, 2018 at 12:37 AM <[email protected]> wrote:
> 
> > Hi everyone,
> 
> >
> 
> >
> 
> >
> 
> > I’m beginner in maya API.
> 
> >
> 
> > I would like to control the rendering block in maya
> 
> >
> 
> > And create Physically based rendering for global illumination.
> 
> >
> 
> > Algorithmically I knew what to do but I don’t knew how to control it.
> 
> >
> 
> > All the tutorials I found don’t explain about
> 
> >
> 
> > The rendering and it seem there is default option in maya of the rendering.
> 
> >
> 
> > I want to learn the basic thing of this rendering.
> 
> >
> 
> >
> 
> >
> 
> > Could someone explain me with some short tutorial or code how by given 
> > scene: objects, light sources and camera(pos,lookAt,camUp,fov,etc), find 
> > the intersection
> 
> >
> 
> > And return me the value according to the rendering equation:
> 
> >
> 
> >  cos(alpha) /r^2
> 
> >
> 
> > Where alpha is the the angle between the light source ray to the 
> > intersected point and the normal of the intersected point of the object, 
> > and r is the distance between the light source (let’s assume this time 
> > point source) and the intersected point.
> 
> >
> 
> >  save it in array and display it as a picture.
> 
> >
> 
> > (There is also the bsdf but for now it’s not necessary)
> 
> >
> 
> >
> 
> >
> 
> > I’m beginner so if it’s not too much, a step by step would help me very 
> > much even for trivial steps in programming in maya API.
> 
> >
> 
> >
> 
> >
> 
> > I’ll create the objects and sources manually in maya and then I want to run 
> > my program.
> 
> >
> 
> >
> 
> >
> 
> > Note:
> 
> >
> 
> > Don’t give me built in rendering functions, I would like to do it myself 
> > even if global illumination exist. There is additional extension I’ll do 
> > and this is just a request for the basic.
> 
> >
> 
> >
> 
> >
> 
> >
> 
> >
> 
> > --
> 
> >
> 
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> 
> >
> 
> > To unsubscribe from this group and stop receiving emails from it, send an 
> > email to [email protected].
> 
> >
> 
> > To view this discussion on the web visit 
> > https://groups.google.com/d/msgid/python_inside_maya/b66d1ba7-efc9-4ca8-994f-561dcf3d4880%40googlegroups.com.
> 
> >
> 
> > For more options, visit https://groups.google.com/d/optout.
> 
> 
> 
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